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hl2sdk/cl_dll/flashlighteffect.cpp

415 lines
12 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "flashlighteffect.h"
#include "dlight.h"
#include "iefx.h"
#include "iviewrender.h"
#include "view.h"
#include "engine/ivdebugoverlay.h"
#ifdef HL2_EPISODIC
#include "c_basehlplayer.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void r_newflashlightCallback_f( ConVar *var, char const *pOldString );
static ConVar r_newflashlight( "r_newflashlight", "1", FCVAR_CHEAT, "", r_newflashlightCallback_f );
static ConVar r_flashlightlockposition( "r_flashlightlockposition", "0", FCVAR_CHEAT );
static ConVar r_flashlightfov( "r_flashlightfov", "45.0", FCVAR_CHEAT );
static ConVar r_flashlightoffsetx( "r_flashlightoffsetx", "10.0", FCVAR_CHEAT );
static ConVar r_flashlightoffsety( "r_flashlightoffsety", "-20.0", FCVAR_CHEAT );
static ConVar r_flashlightoffsetz( "r_flashlightoffsetz", "24.0", FCVAR_CHEAT );
static ConVar r_flashlightnear( "r_flashlightnear", "1.0", FCVAR_CHEAT );
static ConVar r_flashlightfar( "r_flashlightfar", "750.0", FCVAR_CHEAT );
static ConVar r_flashlightconstant( "r_flashlightconstant", "0.0", FCVAR_CHEAT );
static ConVar r_flashlightlinear( "r_flashlightlinear", "100.0", FCVAR_CHEAT );
static ConVar r_flashlightquadratic( "r_flashlightquadratic", "0.0", FCVAR_CHEAT );
static ConVar r_flashlightvisualizetrace( "r_flashlightvisualizetrace", "0", FCVAR_CHEAT );
void r_newflashlightCallback_f( ConVar *var, char const *pOldString )
{
if( engine->GetDXSupportLevel() < 70 )
{
r_newflashlight.SetValue( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nEntIndex - The m_nEntIndex of the client entity that is creating us.
// vecPos - The position of the light emitter.
// vecDir - The direction of the light emission.
//-----------------------------------------------------------------------------
CFlashlightEffect::CFlashlightEffect(int nEntIndex)
{
m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
m_nEntIndex = nEntIndex;
m_bIsOn = false;
m_pPointLight = NULL;
if( engine->GetDXSupportLevel() < 70 )
{
r_newflashlight.SetValue( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFlashlightEffect::~CFlashlightEffect()
{
LightOff();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlashlightEffect::TurnOn()
{
m_bIsOn = true;
m_flDistMod = 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlashlightEffect::TurnOff()
{
if (m_bIsOn)
{
m_bIsOn = false;
LightOff();
}
}
// Custom trace filter that skips the player and the view model.
// If we don't do this, we'll end up having the light right in front of us all
// the time.
class CTraceFilterSkipPlayerAndViewModel : public CTraceFilter
{
public:
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
// Test against the vehicle too?
// FLASHLIGHTFIXME: how do you know that you are actually inside of the vehicle?
C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if( pEntity &&
( dynamic_cast<C_BaseViewModel *>( pEntity ) != NULL ) ||
( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL ) ||
pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ||
pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
{
return false;
}
else
{
return true;
}
}
};
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void CFlashlightEffect::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp)
{
FlashlightState_t state;
Vector end = vecPos + r_flashlightoffsety.GetFloat() * vecUp;
trace_t pmEye, pmEyeBack;
CTraceFilterSkipPlayerAndViewModel traceFilter;
UTIL_TraceHull( vecPos, end, Vector( -4, -4, -4 ), Vector ( 4, 4, 4 ), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmEye );
if ( pmEye.fraction != 1.0f )
{
end = vecPos;
}
int iMask = MASK_OPAQUE_AND_NPCS;
iMask &= ~CONTENTS_HITBOX;
iMask |= CONTENTS_WINDOW;
// Trace a line outward, skipping the player model and the view model.
//Eye -> EyeForward
UTIL_TraceHull( end, vecPos + vecForward * r_flashlightfar.GetFloat(), Vector( -4, -4, -4 ), Vector ( 4, 4, 4 ), iMask, &traceFilter, &pmEye );
UTIL_TraceHull( end, vecPos - vecForward * 128, Vector( -4, -4, -4 ), Vector ( 4, 4, 4 ), iMask, &traceFilter, &pmEyeBack );
float flDist;
float flLength = (pmEye.endpos - end).Length();
if ( flLength <= 128 )
{
flDist = ( ( 1.0f - ( flLength / 128 ) ) * 128.0f );
}
else
{
flDist = 0.0f;
}
m_flDistMod = Lerp( 0.3f, m_flDistMod, flDist );
float flMaxDist = (pmEyeBack.endpos - end).Length();
if( m_flDistMod > flMaxDist )
m_flDistMod = flMaxDist;
Vector vStartPos = end;
Vector vEndPos = pmEye.endpos;
Vector vDir = vEndPos - vStartPos;
VectorNormalize( vDir );
if ( vDir == vec3_origin )
{
vDir = vecForward;
}
vStartPos = vStartPos - vDir * m_flDistMod;
if ( r_flashlightvisualizetrace.GetBool() == true )
{
debugoverlay->AddBoxOverlay( vEndPos, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 );
debugoverlay->AddLineOverlay( vStartPos, vEndPos, 255, 0, 0, false, 0 );
}
state.m_vecLightOrigin = vStartPos;
state.m_vecLightDirection = vDir;
state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat();
bool bFlicker = false;
#ifdef HL2_EPISODIC
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->m_HL2Local.m_flSuitPower <= 10.0f )
{
float flScale = SimpleSplineRemapVal( pPlayer->m_HL2Local.m_flSuitPower, 10.0f, 4.8f, 1.0f, 0.0f );
flScale = clamp( flScale, 0.0f, 1.0f );
if ( flScale < 0.35f )
{
float flFlicker = cosf( gpGlobals->curtime * 6.0f ) * sinf( gpGlobals->curtime * 15.0f );
if ( flFlicker > 0.25f && flFlicker < 0.75f )
{
// On
state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale;
}
else
{
// Off
state.m_fLinearAtten = 0.0f;
}
}
else
{
float flNoise = cosf( gpGlobals->curtime * 7.0f ) * sinf( gpGlobals->curtime * 25.0f );
state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale + 1.5f * flNoise;
}
state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
bFlicker = true;
}
#endif
if ( bFlicker == false )
{
state.m_fLinearAtten = r_flashlightlinear.GetFloat();
state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat();
state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat();
}
state.m_fConstantAtten = r_flashlightconstant.GetFloat();
state.m_Color.Init( 1.0f, 1.0f, 1.0f );
state.m_NearZ = r_flashlightnear.GetFloat();
state.m_FarZ = r_flashlightfar.GetFloat();
if( m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
{
m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
}
else
{
if( !r_flashlightlockposition.GetBool() )
{
g_pClientShadowMgr->UpdateFlashlightState( m_FlashlightHandle, state );
}
}
g_pClientShadowMgr->UpdateProjectedTexture( m_FlashlightHandle, true );
// Kill the old flashlight method if we have one.
LightOffOld();
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void CFlashlightEffect::UpdateLightOld(const Vector &vecPos, const Vector &vecDir, int nDistance)
{
if ( !m_pPointLight || ( m_pPointLight->key != m_nEntIndex ))
{
// Set up the environment light
m_pPointLight = effects->CL_AllocDlight(m_nEntIndex);
m_pPointLight->flags = 0.0f;
m_pPointLight->radius = 80;
}
// For bumped lighting
VectorCopy(vecDir, m_pPointLight->m_Direction);
Vector end;
end = vecPos + nDistance * vecDir;
// Trace a line outward, skipping the player model and the view model.
trace_t pm;
CTraceFilterSkipPlayerAndViewModel traceFilter;
UTIL_TraceLine( vecPos, end, MASK_ALL, &traceFilter, &pm );
VectorCopy( pm.endpos, m_pPointLight->origin );
float falloff = pm.fraction * nDistance;
if ( falloff < 500 )
falloff = 1.0;
else
falloff = 500.0 / falloff;
falloff *= falloff;
m_pPointLight->radius = 80;
m_pPointLight->color.r = m_pPointLight->color.g = m_pPointLight->color.b = 255 * falloff;
m_pPointLight->color.exponent = 0;
// Make it live for a bit
m_pPointLight->die = gpGlobals->curtime + 0.2f;
// Update list of surfaces we influence
render->TouchLight( m_pPointLight );
// kill the new flashlight if we have one
LightOffNew();
}
//-----------------------------------------------------------------------------
// Purpose: Do the headlight
//-----------------------------------------------------------------------------
void CFlashlightEffect::UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance)
{
if ( !m_bIsOn )
{
return;
}
if( r_newflashlight.GetBool() )
{
UpdateLightNew( vecPos, vecDir, vecRight, vecUp );
}
else
{
UpdateLightOld( vecPos, vecDir, nDistance );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlashlightEffect::LightOffNew()
{
// Clear out the light
if( m_FlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
{
g_pClientShadowMgr->DestroyFlashlight( m_FlashlightHandle );
m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlashlightEffect::LightOffOld()
{
if ( m_pPointLight && ( m_pPointLight->key == m_nEntIndex ) )
{
m_pPointLight->die = gpGlobals->curtime;
m_pPointLight = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlashlightEffect::LightOff()
{
LightOffOld();
LightOffNew();
}
CHeadlightEffect::CHeadlightEffect()
{
}
CHeadlightEffect::~CHeadlightEffect()
{
}
void CHeadlightEffect::UpdateLight( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance )
{
if ( IsOn() == false )
return;
FlashlightState_t state;
state.m_vecLightDirection = vecDir;
Vector end = vecPos + vecRight + vecUp + vecDir;
VectorNormalize( state.m_vecLightDirection );
// Trace a line outward, skipping the player model and the view model.
trace_t pm;
CTraceFilterSkipPlayerAndViewModel traceFilter;
UTIL_TraceLine( vecPos, end, MASK_ALL, &traceFilter, &pm );
VectorCopy( pm.endpos, state.m_vecLightOrigin );
pm.endpos -= vecDir * 4.0f;
state.m_fHorizontalFOVDegrees = 90.0f;
state.m_fVerticalFOVDegrees = 75.0f;
state.m_fQuadraticAtten = 0.0f;
state.m_fLinearAtten = 0.0f;
state.m_fConstantAtten = 1.0f;
state.m_Color.Init( 1.0f, 1.0f, 1.0f );
state.m_NearZ = r_flashlightnear.GetFloat();
state.m_FarZ = r_flashlightfar.GetFloat();
if( GetFlashlightHandle() == CLIENTSHADOW_INVALID_HANDLE )
{
SetFlashlightHandle( g_pClientShadowMgr->CreateFlashlight( state ) );
}
else
{
g_pClientShadowMgr->UpdateFlashlightState( GetFlashlightHandle(), state );
}
g_pClientShadowMgr->UpdateProjectedTexture( GetFlashlightHandle(), true );
}